/// <summary> /// Removes an item from the selected items collection. /// </summary> /// <param name="item">The item to be removed.</param> public void Remove(UiElementInfo item) { if(_items.Contains(item)) { _items.Remove(item); if(CollectionChanged != null) { CollectionChanged(this, new EventArgs()); } } }
protected override void RegisterForContextMenu(List<Command> contextCommands, UiElementInfo info) { if( info.IsAssemblyItem || info.IsFixtureItem || info.IsMethodItem) { contextCommands.Add(this); } }
/// <summary> /// Adds an item to the selected items collection. /// </summary> /// <param name="item">The item to add.</param> public void Add(UiElementInfo item) { if( item != null && !_items.Contains(item) ) { _items.Add(item); if(CollectionChanged != null) { CollectionChanged(this, new EventArgs()); } } }
/// <summary> /// Removes an item from the selected items collection. /// </summary> /// <param name="item">The item to be removed.</param> public void Remove(UiElementInfo item) { if (_items.Contains(item)) { _items.Remove(item); if (CollectionChanged != null) { CollectionChanged(this, new EventArgs()); } } }
/// <summary> /// Adds an item to the selected items collection. /// </summary> /// <param name="item">The item to add.</param> public void Add(UiElementInfo item) { if (item != null && !_items.Contains(item)) { _items.Add(item); if (CollectionChanged != null) { CollectionChanged(this, new EventArgs()); } } }
/// <summary> /// Fills the context menu. /// </summary> /// <param name="menu">The context menu to be filled.</param> /// <param name="type">The type the commands should operate on.</param> /// <remarks>The menu items for a context menu have to be created each /// time when a context menu is about to be displayed. When the context /// menu is destroyed all menu items it it are destroyed with it. /// Therefore it's not possible to reuse the menu item that is created /// during startup for the main menu. [20Mar2006, ml]</remarks> public static void FillContextMenu(ContextMenu menu, UiElementInfo info) { // Phase 1: collect all commands interested in 'info' List<Command> contextCommands = new List<Command>(); foreach(Command command in _commands) { command.RegisterForContextMenu(contextCommands, info); } contextCommands.Sort(delegate(Command cmd1, Command cmd2) { return cmd1.ContextMenuPosition.CompareTo(cmd2.ContextMenuPosition); }); // Phase 2: create menu items for each interested command foreach(Command command in contextCommands) { if(command._insertLeadingSeparator) { menu.MenuItems.Add(new MenuItem("-")); } menu.MenuItems.Add(CreateMenuItemFor(command)); menu.Popup += new EventHandler(command.OnUiUpdate); } }
protected override void RegisterForContextMenu(List<Command> contextCommands, UiElementInfo info) { contextCommands.Add(this); }
/// <summary> /// Determines if the given item exists in this collection or not. /// </summary> /// <param name="item"></param> /// <returns></returns> public bool Contains(UiElementInfo item) { return(_items.Contains(item)); }
/// <summary> /// Determines if the given item exists in this collection or not. /// </summary> /// <param name="item"></param> /// <returns></returns> public bool Contains(UiElementInfo item) { return _items.Contains(item); }
public CsUnitControlEventArgs(ContextMenuStrip menu, UiElementInfo elementInfo) { _menu = menu; _elementInfo = elementInfo; }
/// <summary> /// When implemented by a command, it can determine whether it wants its /// menu item to appear in a context menu depending on the UiElementInfo. /// </summary> /// <param name="contextCommands">A list to which the command can add itself.</param> /// <param name="info">Information about the element the user is pointing to.</param> /// <remarks>The default implementation does nothing.</remarks> protected virtual void RegisterForContextMenu(List<Command> contextCommands, UiElementInfo info) { }